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Old 2013-04-25, 16:46   #51
ddeo
Retired PR Developer
Default Re: [Vehicle] KTO Rosomak

Quote:
Originally Posted by lucky.BOY View Post
Thats good to know, could you perhaps make a tutorial for how to corectly export/import the model?

I personally never tried to port between two 3D software, but what i know is that when i uploaded models on p3d.in (using .obj format), they always lost smoothing groups regardless of what export settings i chose, and i had to manually split edges to define hard edges.
That's correct, I believe (but I'm not 100% sure) that you need to split edges, because p3d doesn't read default smooth groups. I'm always cutting edges in my models, it just feels save and looks better. Blender has good option to cut the edge and edit it without need to select both edges (it still works as one edge). Could you send me the model with 3ds max-like smooth groups? I would like to look into it, if I will find a way to export it properly I will maybe make short tutorial for both newer 3ds max and Blender. Cheers! And lets stick to KTO Rosomak subject from now on!
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Last edited by [R-DEV]ddeo; 2013-04-25 at 17:30..
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Old 2013-04-29, 18:47   #52
Forgotten
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Default Re: [Vehicle] KTO Rosomak

What about Rosomak M3? Is there any work on them?
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Old 2013-05-02, 19:48   #53
Moszeusz6Pl
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Default Re: [Vehicle] KTO Rosomak

Sorry for late respond, but I wanted to check some things first. M3 version on Rosomak was on hold, as per design plan, but after talk with other team members, we decided that there is too much work for a little thing, and because main Rosomak is nearly done, and it would be needed to change in order to make M3 variant, we decided to delete it from design plan.

I personal don't see a real reason to use it, because we have 3 different kinds of jeeps, and will probably also have BRDM-2, which should be enough in case of asset with .50cal.

Also Rosomak didn't earned his name 'green devil' from Talibans from .50cal, but from his powerful 30mm cannon. I want to keep this monster rise fear in hearts of enemies in PR too.

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Old 2013-05-03, 18:35   #54
Grober
Default Re: [Vehicle] KTO Rosomak

242 tris



are we geting closer?



edit:
ahh one more think should i place a vertex in a middle of every wheel?
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Last edited by Grober; 2013-05-03 at 18:53..
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Old 2013-05-04, 21:28   #55
Grober
Default Re: [Vehicle] KTO Rosomak

Could i get an anwser about vertex in a middle of wheels? pls?
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Old 2013-05-05, 07:57   #56
Rhino
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Default Re: [Vehicle] KTO Rosomak

No you don't need one for normal wheels like this, only for tracked wheels.

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Old 2013-07-09, 14:12   #57
Grober
Default Re: [Vehicle] KTO Rosomak

3p lod 0











1p lod0





wreck lod0







Im hoping for some more feedback from u guys
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Last edited by Grober; 2013-07-09 at 15:14..
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Old 2013-07-09, 15:17   #58
lucky.BOY
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Default Re: [Vehicle] KTO Rosomak

I need to know a few things before giving proper feedback, mainly how many tris are those models? Also where will the viewpoints of driver, gunner and commander be, as well as of the passangers? thats really crucial to optimizing the geom0 (1p) i think.

As for the texture, does it have AO layer? Not a texture pro, but seems to me that the area around wheels could do with some shadows.

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Old 2013-07-09, 15:52   #59
Grober
Default Re: [Vehicle] KTO Rosomak

3p lod0 5924 tris
1p lod0 1599 tris
wreck lod 0 4706 tris


not sure yet tho



Quote:
Originally Posted by lucky.BOY View Post
As for the texture, does it have AO layer? Not a texture pro, but seems to me that the area around wheels could do with some shadows.
dont worry about shadows in using "flat" setting here
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Last edited by Grober; 2013-07-09 at 16:11..
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Old 2013-07-09, 18:34   #60
Moszeusz6Pl
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Default Re: [Vehicle] KTO Rosomak

Finally some progress. Good work
About passenger camera, it will be two cameras mounted on the side of vehicle(don't exactly know where now). Rest will be as in image above.

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